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This is the main-Topic about my Strategy game Age of culture II (short form AOCII), which is written in Ti-basic(+xLIB).

You may post suggestions, questions and all that stuff here.

Short Description
As the name suggests, Age of Culture was inspired by the famous computer game 'Age of Empires', but was also influenced by other important strategy games as Warcraft III, for example.
While playing the game you will notice that there are two different interfaces:
The first one is the real time based economy-mode, where you can build, recruit, scroll, wage war, save (of course) and all that stuff.
After having set up an army, you will get to know the round based battle mode, which might remind you on games like 'Chess', 'Advance Wars' for the Game Boy Advance or maybe the Nintendo DS Version of 'Age of Empires'.
The game features two types of resources, gold and wood, three different maps, which are fully scrollable, five difficulties, five different unit types of both wide and low range attack, a moderate AI Player and a very rudimentary cheating tool.
I hope you enjoy it.

Here are some Screenshots of the latest version:

Notes: The title screen is a greyscale pixel art by Spellshaper,
The Screenshots are animated gifs showing the actual gameplay.
You may notice that they are displaying ten parts of one Session consecutively.

New features:
-Stable-menu
-Better, Smoother, Faster cursor
-the Pause-menu which feels really awesome.
You can change the game speed, change the contrast and save.
(This menu is so perfectly graphical... check it out!!!)

-and also a little Readme (includes just Installing instructions and credits, 'Usage' will come later.)

Download is *as always* attached(does that verb exist???) in the first post.

EDIT:
good news: I began with the battle mode.
bad news: I need Sprites for every soldier-type

Sorry, I haven't been able to do any work on making sprites. I'll try this afternoon. My life has been swamped with sending my brothers off to college, cross country, and finishing up my summer reading before school starts.

I question. I liked the game, at least what parts I could do, but what is the name of the Pic supposed to be, when I tried transfering, my comp didn't like the name and I couldn't find what number to make it.

Edit: I got the game working fine and loved it. The graphics are really good, and the speed is incredible. I can't wait to see how the battle engine will be improved from AOC1. The menu system works great, and the controls are very easy to figure out. One problem is you can only build 10 soldiers, I couldn't figure out how to build more houses, I'm sure you are just not done coding yet. The graphics for each building could be better, right now they are just nondescript buildings, and can't be easily determined what is supposed to be what. I'll think of other suggestions after I experiment around with it for a while.

Here are the sprites that I made up, the horses are just plain horses and don't have any sword or arrows on the pictures now. I took some of weregooses Ideas for helmets, but those are probably the best helmets you can use in an 8 by 8 sprite.

Edit #2:

I knew this was posted sometime awhile back. Sprite Spaces Also has some 8*8 sprites of some of the units you were looking for.

Last edited by Guest on 21 Aug 2006 07:11:32 pm; edited 1 time in total

but what is the name of the Pic supposed to be, when I tried transfering, my comp didn't like the name and I couldn't find what number to make it

This picture is a hacked pic (the number of it would be 100) - that's why it looks so strange ("ZunMin") and why you need to pack it in a group when you send it to your calculator...
But in the .zip-file it's already grouped and I wrote a very detailed Installing-instruction in the readme. Next time please take a look into the readme...

Quote:

One problem is you can only build 10 soldiers

You can't build more soldiers because you couldn't handle them in a roundbased battle mode like I want to make one for AOC II.
Oh I see - you didn't know because just said it in the omnimaga-forum;

Quote:

I will brobably make a roundbased battlemode (Like in the game 'Advance Wars' for the game boy advance) ,where your units and the enemies walk and fight on the same map which you see when you move the cursor. That'll lead to a unit-limit, but thus shouldn't be a problem.

Quote:

I couldn't figure out how to build more houses

I that would have been a question I could have given you a very simple answer: There is no worker-limit like in AOC I.

About the sprites; That's really great work!!! I'll use them, but maybe edit the sprites a little bit.

Last edited by Guest on 22 Jun 2007 02:03:27 am; edited 1 time in total

This picture is a hacked pic (the number of it would be 100) - that's why it looks so strange ("ZunMin") and why you need to pack it in a group when you send it to your calculator...
But in the .zip-file it's already grouped and I wrote a very detailed Installing-instruction in the readme. Next time please take a look into the readme...

I read the entire readme, but with my version of TI Connect it ungrouped the group as I sent it to the calc. I edited the code to make it work with the name I had to rename it though.

0x5 wrote:

You can't build more soldiers because you couldn't handle them in a roundbased battle mode like I want to make one for AOC II.
Oh I see - you didn't know because just said it in the omnimaga-forum;

Quote:

I will brobably make a roundbased battlemode (Like in the game 'Advance Wars' for the game boy advance) ,where your units and the enemies walk and fight on the same map which you see when you move the cursor. That'll lead to a unit-limit, but thus shouldn't be a problem.

Score, I like round based systems. They give a lot of strategy in the actual battles themselves. Have fun making the AI though. It could be challanging.

0x5 wrote:

About the sprites; That's really great work!!! I'll use them, but maybe edit the sprites a little bit.

That's what they are there for. Have fun. I hope you have a lot of free time to work on this right now. Unlike my life which is completely swamped. I really am enjoying this so far.

The Battle-Mode is done, which means for you that you will get the next Demo soon! (Which will include a fully functional AI and is still being perfected)
Secondly, I made an animated Screenshot of the Battle-Mode:

This animated screenshot shows the Battle-mode, which I just finished. It doesn't look perfect at all yet but I'm just perfecting it (adding a window 'Your Turn' and scrolling after you end your turn).
It shows a whole Battle between a human player (top) and the AI-enemy (bottom); The beginning is maybe a bit confusing because the players place there soldiers first but just watch the whole 'clip' and then you know what the battle-mode will be like...

Next Demo will be featured soon!
0x5

Last edited by Guest on 29 Jul 2007 04:02:47 pm; edited 1 time in total

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